![]() |
[WIP] Rescue Ship
I am currently working on a mod that simulates the player sub sending an SoS message during emergencies, thus sending rescue (repair, refueling, and rearming) ships to specific rendezvous locations outside enemy territory. I am accomplishing this through trigger zones and spawns. I am allowing the correct amount of travel time for the rescue ships to reach the rendezvous areas depending on departure point. A large renown penalty for calling rescue ships will also be implemented. Please note that the rescue ships will not come to your exact sub location. Rather, there will be a rendezvous meeting point close to each SoS trigger location. Since sub towing cannot be simulated in SH4, I feel this is the next best thing.
|
good man !
may yet save a few asses ;) :up: keltos |
Very useful. I didn't think it would be possible to refuel out at sea. This will be a terrific mod. Especially for a player like me, managing my fuel sometimes is difficult for me.
:yeah: TY. |
I'm all for it, if it happened in reality.:yep:
|
Quote:
|
Hmm.....:hmmm:
The renown penalty should be really big preventing Captains of using flankspeed all the time....if I may suggest |
Quote:
|
Depends on mods i think.
I have 35k Renown after the third patrol with RFB2.0 So I can buy a few :D |
Quote:
Ok, how about -15,000? :arrgh!: |
Thatīs ok :up:.
Still donīt know what an Upgrade will cost with RFB2.0 But....with 15k for the rescue ship.... iīll think twice about it ;) |
Here are some screen shots of meeting up with a sub tender out on the open sea just before commencing repairs:
http://img85.imageshack.us/img85/5815/nonamequ.jpg http://img338.imageshack.us/img338/5049/nonamegr.jpg |
This looks brilliant Drifter.
|
Quote:
The docking icon still shows up at the 10-mile range from the ship. Can't seem to change that. Must be hard-coded. :hmmm: Player can try and play more realistic by pulling up next to the repair ship or tanker before repairing and refueling. |
Excellent work there!
|
I was wondering if someone could help me. I am having a hard time implementing the mission objectives into the campaign layer.
Here's what I have so far in the DynamicMiss.cfg file: [Section 221] FileName=data\Campaigns\Campaign\PatrolObjectives\ Refuel 01.mis StartDate=19401101 EndDate=19451201 GameModes=Career InclusionProbability=100 MinimumDifficultyRating=0 MinimumPlayerRating=0 EntryFocalPointLong=16717457.000000 EntryFocalPointLat=4918050.000000 MaximumDistanceFromStartPoint=100000 ExclusiveLayer=Yes ExclusiveLayerID=301 EvaluationReason=StatusReport AllMatch=PrimaryObjCompleted PartialMatch= PartialMatchingMinimumPercentage= MinimumFuelPercentage=0 MinimumAmmoPercentage=0 I don't really understand some of these values (Exclusive Layer, EvaluationReason?). What I need is for the refueling mission objectives to show for each and every campaign mission, regardless. I'm not sure how I can accomplish that. :hmmm: |
Not sure what your mods skills are, mine are limited. How do you think it will work with other mods like TMO or RSRD...
I don't think you can refit and get fuel only..reloading torps at sea..argh. Obvious it's not historically correct, unless you're close to friendly waters, do you plan to keep it within those zones.. maybe giving people a few hundred miles. The concept is neat, but if anyone can call up a fuel ship per say, seems just as simple to use unlimited fuel, even though this could bring a balanced approach with the correct point hit. If a ship pops up in enemy waters, planes usually abound and should attack and sink it...correct..so how you gonna deal with that. One of those ideas that could be brilliant or take away too much from reality...keep reality in mind. I think if you stray from that it would take too much away from tracking correct fuel. I can see where some would love it and not knocking it. Certainly a sub wouldn't be left to rot a 100nms from base, so try to find balance. |
A simple option is to have the ship be another submarine. That happened in RL, and the most obvious problem is NOT running out of fuel (has yet to happen to me, since that is a player CHOICE ;) ), but rather an idiotic, career-ending loss of a rudder with no other control possible in game, or some other unlikely damage.
Alternately, eliminate the ship altogether. When you engage in such "emergency repairs" it fixes your boat, and you are honor-bound to RTB immediately making no attacks. |
Quote:
The biggest difference between this mod and playing with unlimited fuel setting is the massive renown penalty player receives for 'sending SoS'. As far as rescue ships popping up in enemy waters- they won't. I am implementing the rescue ships only in safe waters. They will not be sunk by enemy action. Please just wait and give it a chance. This mod is not a cheat. It will be balanced. There will only be perhaps 2-3 rescue rendezvous points at one time for the entire map. |
Well, I figured out how to implement it into each campaign mission. During testing in a campaign game, I rendezvoused with a repair ship, then returned back to Pearl Harbor. During debriefing, the base commander was pi**ed-off due to my incompetence, so I was court-martialed (due to the renown penalty).
lmao :har: |
Quote:
|
All times are GMT -5. The time now is 08:55 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright Đ 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.